Showing posts with label Dark Heresy. Show all posts
Showing posts with label Dark Heresy. Show all posts

Tuesday, June 21, 2011

Black Crusade / Broken Chains / Free RPG Day

This past Saturday was Free RPG Day, and my local game store asked me to run a demo in their store of one of the free modules they'd be giving away. Sounded like fun, so I signed up to run the introductory scenario "Broken Chains" for the upcoming "Black Crusade" RPG.

Before I dive in to what I thought of Broken Chains and Black Crusade, I'd like to take a moment to thank Greenlake Games. They were really invested in the whole Free RPG Day concept. They had tons of product to give away, and packed gaming tables into every square foot of space they had available. They were especially nice to us GMs. I walked home with a stack of freebie adventures, a commemorative d6, and a coupon for 25% off my next purchase and a free Iron Die. Very cool of them.

Now on to Broken Chains and Black Crusade...  
  • SPOILER WARNING - Plot points of the adventure (as well as mechanics of the game) are discussed below. Read at your own risk.
Black Crusade is the next iteration of the ongoing Warhammer 40k RPG. This version is from the point-of-view of renegades of Chaos. 40k has always had a thing for anti-heroes. One of the major conceits of the setting is a "damned if you do, damned if you don't" perspective, where the agents of the Emperor do horrible things in the name of saving mankind from itself. Black Crusade focuses more closely on that aspect of the setting, by having the players take on the role of the legions of Chaos. The PCs in this game are the very demon-worshiping psychic psychotic heretics the rest of the game line is trying to save humanity from.

Black Crusade uses mechanics adapted from Dark Heresy, Rogue Trader, and Deathwatch (the three other 40k RPGs currently in print), which in turn use mechanics adapted from the 2nd Edition of the Warhammer Fantasy RPG. Now, personally, I would have preferred it had it used 3rd Ed Warhammer's rules, because I love the dice and it plays fast and easy. 2nd Ed is a bit clunkier and old-school-ier, and not nearly as familiar to me these days. 2nd Ed is grittier, but certainly not easier.

The demo version reduced the mechanical complexity a little in various places, and I very intentionally played fast and light with the system myself. I cheated the initiative system a little, skimped on the die modifiers, and kept the combats short. Several of my players were clearly interested in taking it the other direction, however, and would have been happy to use the full system with all of it's many combat modifiers and special actions. In retrospect, I wish I'd anticipated that and spent some time refamiliarizing myself with the options available to them, as it may have enhanced the gaming experience for more than half the table. That said, I think everyone had fun, and at the end of the night I got thanks and hand shakes from strangers, so I don't think it bombed by any stretch of the imagination.

It's worth noting that this is a very lethal system. We actually only ended up with 1 PC getting hit at all during the game, but despite his thick Space Marine armour and his genetically uplifted Toughness stat, that single hit ate up about 80% of his hit points. Most of the PCs would have died from that blow, and it came as a surprise attack from ambush so it's not like anyone could really avoid it.

This brings up a few related issues I have with the game system.

I'm not certain the game concept is particularly well-suited to the high lethality nature of the mechanics. One can argue that in Dark Heresy or Rogue Trader, much of the crux of the game is in avoiding gun battles. It's a dark, deadly world and the PCs should try to manipulate situations so that they don't end up fighting except when they have a strong advantage (or no other options). They've got the authority and power to push people around a bit, and should be engaging in as many social conflicts as physical ones. Death Watch (the space-marine version of the 40k RPG) certainly features less talking and more action, but the PCs are compensated with power armor, heavy weapons, and redundant bio-engineered organs. Black Crusade features a mix of PC types - armoured Chaos Marines, wild demon-possessed Psykers, and social-oriented Apostate Heretics.  The gap between the combat-focused and social-focused PCs is pretty wide, and quite quickly lethal. As renegades, you lack the support and authority to leverage conflicts away from combat. And if the party has even one Blood-God-worshiping berserker in its ranks, the squishier characters aren't gonna have much luck avoiding fights.

The adventure did include some special threats intended to challenge the parties heavy-hitters, but as mentioned above my first die roll of such nearly vaporized the toughest PC. There's a steep curve to figuring out system balance and encounter design given this PC mix, and any mis-step is likely to result in quick character turn-over. So while I appreciate that some efforts were taken to address this in the adventure, I really found the system far too lethal and unforgiving for my tastes. What's more, there just wasn't any justification within the adventure for including the non-beefy PCs. 3 out of 6 characters were geared for combat, and 3 out of 6 were decidely not. Of those 3 non-combatants, only 1 really ever had anything to do in the adventure as written, and the other two completely lacked a moment to shine.

Now it may be that that particular gripe is well addressed and balanced in the main rulebook. I'm not sure how, given what I saw in the Broken Chains intro adventure, but it's possible. I imagine doing so would probably take some high-end social and support powers, but such powers just weren't evidenced in the sample characters provided with the adventure. The closest I saw in this adventure was a character who had the ability to add +1 degree of success to all her successful social rolls. This sounds impressive on some abstract level, but as near as I could tell it did nothing in the adventure. There really wasn't any point in the scenario where you needed a particular level of social success, and the abbreviated start-up rules didn't offer any suggestions of what the in-character difference was, either. The difficulty chart was of no help, either, merely telling me that a "challenging" roll was +0 and a "very difficult" social roll was at -30.

This was further complicated by environmental factors around the first likely scene in the scenario where a social roll was going to be of use. The PCs wake up in a derelict spaceship that's been drifting for generations; most of the people they meet are half-mad cannibals who attack on sight. The first NPC they meet who actually has any clues to what's going on is down in the bilges. He lives in the sewers of the ship, hip-deep in noxious sludge and dedicated to the God of Plagues. My players looked at the entry point to his lair, and the three socially-competent characters decided to wait outside. The  combat-specialist PCs, being Marines, were equipped with full environmental suites in their power armour. So the three beefy kill-happy PCs marched into the muck, and engaged in a "don't ask, just kill" policy. The NPC with all the info is non-human, disgusting, murderous,  and yet a push-over that "in no way is supposed to be a challenging fight". The PCs got the thing they new they needed from him and ripped him apart (long before any mention could be made of him knowing roughly what had happened on the ship in past 200 years and who had woken them from suspended animation or why).

Even had the PCs tried to get info out of him, a lucky Intimidation roll would have done it just fine, so again the Marine characters are all you really need. This is, sadly, a recurring theme of the adventure. I guess you need the fallen Tech Priest character for the first scene or two as well, but once the PCs have all their equipment back (they start unarmed), everything after that can be solved with nothing but brute force. Given this as the "introduction" to the game, I don't have a lot of faith that the finished product will feature mechanics or advice intended to make the squishy human / social characters viable.

For that matter, I gotta say, I don't feel this adventure was a particularly good introduction to the game. Don't get me wrong, I actually think it's great way to start a campaign, just lousy at it's role as a one-shot introduction to the setting.

Here's the plot: The PCs wake up from suspended animation in a prison ship, having missed the riot by 200 years. They have to battle generations of prion-infected cannibal savages, a couple of creepy demons, automated defense systems gone haywire, and eventually the team of Inquisitors who were also woke up about the same time as themselves at the opposite end of the ship. There's some mystery stuff going on in the background, but if you don't have time to explore the vessel in its entirety, that won't really matter. Eventually, the PCs make it to the bridge and battle the Inquisitor. Assuming they win, they can pilot the ship to the Screaming Vortex (or some other Renegade gathering) and gain a buttload of Infamy Points for "capturing" a mile-long Imperial ship. It's a great place to start a campaign, and early success will reward the players with a huge creepy ghost ship that can serve as a long-term plot device or setting. Other than a lack of balance for the squishy humans, it sounds and plays great.

Problem is, it gives you absolutely no feel for what the session of Black Crusade is likely to be like. I imagine very few sessions will start with the PCs waking up in a prison. The likely enemies of the PCs, Imperial troopers and citizens, are almost absent from the scenario. Part of the charm of Black Crusade is presumably going to be that you get to play the rebels and renegades, but that streak of rebellion was almost entirely non-existent in this scenario. It didn't feel like you were playing the "bad guys" either - every NPC they met was more depraved and less civilized than even the PC berserker.  There are two demons in the scenario, but no appreciable word count is spent on any sort of Faustian deals that would have illustrated that the "heroes" of this adventure are supposedly in bed with Chaos.

So there was lots of genericly 40k-ish theme and flavor, but nothing about the Broken Chains adventure made it feel particularly "Black Crusade"-ish. While reading (and later GMing) this adventure, the thought that crossed my mind was that everything but the first and last scenes could have been run identically for a group of loyalist Imperial PCs in Dark Heresy or Rogue Trader. Have the PCs be Inquistor Crane and his Acolytes, and make the encounter at the end be against a group of Chaos Marines who escaped from the hold, and everything in-between could be identical. In fact, I kind of suspect this adventure was first written (or at least brainstormed) as Dark Heresy scenario, and then converted to Black Crusade as an afterthought when it was realized that the marketing opportunity known as Free RPG Day would fall just a month or so before the Black Crusade release date.

I still enjoyed it (a lot, actually), but I don't feel it gave me any particular insight into what a typical session (or campaign) of Black Crusade will be like. Which means that as an introductory adventure to the upcoming game, it probably fails. As a generic starter-seed for a slightly atypical campaign of any of the four 40k RPGs, though, it's a success. Enough of a success, actually, that I regret running it as a one-shot. I kinda wish I'd hand-picked a play group and used a slightly expanded and modified version to start up a campaign of something. In our one-shot, we didn't get anywhere near the end of the adventure, but we did see enough of the ship that I couldn't reuse the concepts in another campaign without having to dream up a whole new ship and scenario. Whatch ya gonna do?

Thursday, August 14, 2008

22 more Orky Careers (Updated)

Months ago, I did a bunch of ground work for "Orky Heresy", an Orky companion piece for the Dark Heresy RPG. I put the first few Orky Careers up on this blog at that time. I intended then to keep working on it, and put more stuff up over time, but I never got around to it. I got caught up on other projects, and I decided that in general the rules of Dark Heresy and the Warhammer Fantasy RPG were more fiddly and complicated than I like to game under.

However, I'm running a streamlined, cut-down version of the system for GwenCon. Since I'm going to be doing work about it in the next couple weeks, I might as well stick the preliminary work up here. With that in mind, I posted 22 more orky careers yesterday, bringing the total up to 32. To use them, you need to read the older posts:
The careers posted today are intended as Advanced Careers. You can't start with them, but you can develop into them as you spend XP. I don't have time to index them at the moment, but I may do so tomorrow.

Roll up a starting career via a d10 on this chart:
  1. Bad Moons Clanboy
  2. Blood Axe Clanboy
  3. Deathskullz Clanboy
  4. Evil Sunz Clanboy
  5. Goff Clanboy
  6. Snakebitez Clanboy
  7. Yoof
  8. Freebooter
  9. Stormboy
  10. Wild Ork

Here's an index of links to all the careers hosted on this blog:
This statement should be obvious, but I'll mention it anyway: Dark Heresy, Warhammer 40k, and Warhammer Fantasy Roleplaying and several of those career names are the copyrighted terms of Games Workshop. It is all used without permission. In order to make use of the Orky materials presented here, you'd pretty much need to have access to Dark Heresy and the WHFRP main books. I drew upon both of those books for the mechanical framework, and upon those books plus a variety of sources from 3 different editions of the Warhammer 40k tabletop miniatures game for the setting information. The orks presented here are clearly based upon the intellectual property of Games Workshop, and no challenge is intended to their copyrights.

Thursday, July 3, 2008

My submissions to GwenCon

I just emailed Andy Collins the events I'd like to run for GwenCon:

The first is an RPG:
Lost Waaaagh!
system based on Dark Heresy / Warhammer FRP
6 Players
4 hours
No knowledge required
A small band of Orks miraculously survive when their space "plane" crashes on a mysterious planet. Now they must fend off smoke-tyranids, flashback sequences, and even "Da Uvvers". Familiarity with ABC's Lost and GW's WH40K wouldn't hurt, but is not required.
As you can see, it's not at all related to the various games I'd discussed here before for possible GwenCon games. Many of them had been based on Scion, and I've decided I hate the Scion mechanics. No doubt I'll probably find the Dark Heresy mechanics intolerable as well, but for a one-shot, I should be able to distill them down into a rules-light version.

The second event is a card game I'd "moderate":
Blank White Cards
6 Players
2 hours
No knowledge required
It's kinda like a CCG, except you create the cards during the game. Each card needs a name, a quick (and awful) illustration, and then either a point value or explanation of what it does. Pens, colored pencils, and blank cards will be provided. Bring your own imagination. Winning is NOT the goal.
I plan to run BWC twice, back to back, since it's the sort of game people can leave (or dive into) mid-game without a real problem. That way no one's forced to commit to 4 hours if they only want to do 2, and we might get some fresh meat between rounds.

Friday, March 28, 2008

Orky Heresy

This (and the next several posts) is character creation stuff for use with an Ork RPG. Thematically, it’s based a bit off GorkaMorka, and a good deal more off Orks in 2nd Ed WH40k. Mechanically, it’s based off of WHFRP and Dark Heresy.

The idea is for a light-hearted Orky alternative to Dark Heresy. It uses the career system from Warhammer Fantasy Role Play as opposed to the class system from Dark Heresy for four reasons:
  1. I like that system a bit better. It’s familiar - and has been interesting to me from childhood. I’m more familiar with it, which is a plus.
  2. It doesn’t pigeonhole characters for the duration of their existence. You can change what you are at any time. This matches chaotic orky society better.
  3. Being segmented/compartmentalized, I could start play sooner with such a system. I wouldn’t have to carefully build out every class to it’s maximum level, instead I can just start in with a bunch of basic careers, and fill in other stuff as needed.
  4. There is no upper limit to the character progression. Orks can just keep gettin’ tougher. New Advanced Careers can be slotted in, and characters can spend 200 xp to grab some totally weird career from the bottom of the tree and grow in a different direction.
The system here isn't done. It's cobbled together, but will function for at least the first 10 sessions of a campaign, probably 20, which is enough to get things going.

All mechanics are per Dark Heresy, except for:
...which I'll detail in another post or three.

Orky Careers

The next several posts will be Careers for the "Orky Heresy" variant/port for the Dark Heresy 40K RPG. They follow the format used in Warhammer Fantasy Roleplay, and as such are predicated upon the following observations:

A typical Basic Career in WHFRP has:
  • 8-10 advancement ticks
  • nothing above +10% or +2 unless it’s a very specialized role
  • nothing above +15% or +3 ever
  • 7 to 9 skills
  • 2 to 4 talents
  • combined skills and talents of 10 to 12
Advanced Careers, however, vary significantly. They typically feature:
  • 13 to 42 advancement ticks!
  • combined skills and talents of 11 to 23!
And they tend to be far more varied and specialized than basic careers.

In general, I've tried to follow those parameters. For example, most of my starting careers use the following template...

– Clanboy –
Restriction: Orky
Description: This isn’t a real career - it’s just a placeholder. If a career exit refers to Clanboy, you may choose a clan and go to that clan’s boyz entry. If the listed Career Exit includes “by Clan” that means you can choose any of the exits of the Clanboyz from your clan. You may only have one Clan at a time, but any Ork can pay 200 xp to become a Outcast. Doing so allows you to choose a new clan when you exit the Outcast career.

Skills: 7 skills - Common Lore (Clan), Survival, Climb or Swim, Carouse, Intimidate, Dodge, +1 more by Clan

Talents: 3 talents - Pistol or Basic Weapon Training (SP), Melee Weapon Training (Prim), 1 other by Clan

Trappings: Axe or Hunting Rifle, Autopistol or Knife, hairsquig or squigpet or 1d6 eatin’ squigs, Flak Vest or Heavy Leathers, Back Plate with clan symbol, 1d10 teef

Career Exits: by Clan, plus BigMobBoy, Outcast , Others
(NOTE: when it says "Others" that's just a reminder to me to come back and update this when the system is done. It doesn't actually reference some weird "Others" career)

Attributes: 8-10 advancement ticks (+5% is a tick) The spread below is typical
nothing above +10% or +2 unless it’s a very specialized role nothing above +15% or +3 ever. In most cases the spread is something along the lines of the following...

WSBSStrTuffIntWillFellPercWndsPsi
+10%+5%+5%+10%+5%+0%+5%+0%+2Nil


More individual classes to come.

New Skills and Talents for Orky Heresy

Orky Heresy uses the following new skill: Squig Use. Until I get a chance to write it up properly, assume it's much the same as Chemical Use or Tech Use, except more Orkishly flavorful. Squigs come in all shapes, sizes, physiologies and potencies.

Useful skill specialties unique to an Orky setting include:
  • Common Lore: Bad Moonz
  • Common Lore: Blood Axez
  • Common Lore: Deathskullz
  • Common Lore: Evil Sunz
  • Common Lore: Goffs
  • Common Lore: Snakebitez
  • Common Lore: Runts
  • Common Lore: Squigs
  • Forbidden Lore: Weirdboyz
  • Forbidden Lore: Painboyz
  • Forbidden Lore: 'Umans
  • Trade: Painboyz
  • Trade: Runtherdz
  • Trade: Mekaniak
And the following new Talents are (or may be) referenced in the career posts. Some were inspired by mechanics in the WH40K or GorkaMorka miniatures games.

Waaagh: Ability to use Orky psyker powers. Don’t have the details yet. For now, you could just use the Psychic Talents and rules from Dark Heresy, but that's not a perfect match to the colorful powers of Weirdboyz. It's on my to-do list...

BuggyMates: You have a time-share with some Evil Sunz NPCs concerning a poor-quality Trukk or Buggy. Roll a d10 at the start of each session. On a 1-4 it’s available for the whole session, on a 5-8 it’s being used by another NPC and to use it you must track them down and convince them your idea is better than whatever they’re doing. On a 9-10 it’s broken down at the Mek’s Slop this session.

‘Eadlong Leap: +10% to Agility rolls made to jump onto or off of a moving vehicle without killing yourself. You may charge off a moving vehicle, if you hit in the turn in which you do so, you may add +1 damage to any one successful melee hit you make.

Chicken Playa: +10% bonus on resisting fear checks caused by vehicles. +10% bonus on Agility checks to get out of the way of a vehicle that’s trying to run you over or an out-of-control vehicle.

Good Right Arm: As long as you aren’t attacking with more than one weapon, the Penetration value of your melee attacks increases by 1.

Thick Skull: Do to thick calcium deposits or even bitz of metal bolted to your skull, you have +1 armor point on your head. In addition, subtract 1 from all critical hits to the head.

Get Away Driver: You may accelerate a vehicle you are driving by two bands per turn, even if you are doing something else. Accelerate is always a half-action for you.

'Orse Yeller: You get +10% bonus on Wrangling tests to make an Untrained Steed remain in combat. You may use the Trample manuever even when mounted on an untrained steed. However, if you are ever knocked from the saddle or dismount in anger without tying up your steed, the GM is perfectly justified in having them flee.

Skidder: You may subtract 10 from all rolls on the Out-Of-Control or Structural Damage chart (of Apocrypha: Vehicles) of a vehicle you are driving. The same goes for rolls made when the driver of a vehicle is incapacitated, as long as you are within arms reach and have a hand free.

‘Ow Much!?: When you win a Barter Roll, you may roll an additional Teef die (and thus disregard an additional teef die) to make the final cost more to your liking. This is in addition to the extra die anyone gets for winning the roll, and extra dice from Degrees of Success.

Profeshunal: When buying something, you may subtract 1 from any Toof dice that rolled it’s highest value. When selling something, you may add +1 to any Toof die that rolled a “1”. You do so after the decision of which dice to keep has been made, and you may do so even if the other party won the barter roll. You may invoke the “10d10=50” rule even if the other party has already invoked the “10d10=55” rule.

Teef Knocker: Like stunning blow, except instead of stunning, it knocks out 1d6 teef from an ork-sized foe.

Tinkerer: You’re constantly putting together odd bitz into even odder fings. At the start of every session, the GM gives you an item of their choice. It can’t be something they’ve given you before, but any type of tech item, gear, or weapon is fair game. However, you don’t know what it is till you’ve made a Tech Use roll for it, and can’t sell it for more than 1d6 Teef till you figure it out.

Wrecka: You’re really good at wripping apart a vehicle from inside. When anyone rolls on the Structural Damage chart for a vehicle you’re touching, you may choose to add +20 to the roll.

Dat’s My Boy: You may designate one Gretchin Assistant to be your “Best Boy”. The best boy gets +10% on all stats above the rest of your Grotz, plus an extra Wound.


These next two have little to do with Orks, but I'm putting them here to remind me of something I plan to do at some point...

Landing Specialist: +10% on rolls to Land or Dock safely
Defensive Flying: Attackers have -10% to hit your ship

If there's another Talent referenced in post here that isn't in the DH rulebook or on the list above, look for it in the WHFRP rulebook.

XP and Character Advancement in Orky Heresy

Rather than using the existing (and convoluted) Dark Heresy system for character advancement, the Orky port to DH will use the simpler rules from Warhammer Fantasy Role-Play. You'll need both WHFRP and DH to run Orky Heresy, I'm afraid.

Here's the briefest of summaries:
  • Buying a skill or talent or +5% of statistic upgrade costs 100 xp.
  • When you have filled all the upgrades of your existing career, you may pay 100 xp to advance to any career that's listed in the "Career Exits" of your current career.
  • In the case of upgrades where you have choices (such as listing "Barter or Evaluate") you may advance provide you have at least one option from each choice, or can wait and buy every option first.
And here's ways this "Orky-port" varies from WHFRP and DH:
  • The WHFRP rule that lets you pay 200 xp to restart at ground level by going to any basic career does not apply to Orky Heresy. Instead, you may pay 200 xp and act weird for a session or two to go to the Outcast career.
  • Don't worry about meeting the prerequisites of Skills and Talents. The careers are set up to make it likely you'll hit the prereq's, but it's no biggie if you don't. They are still available as options. Your options are limited enough to prevent most abuses of this in an all-Ork campaign.
  • When you start a new career, you immediately get all the trappings (items) of that career. This is a bit more generous than WHFRP, but again it's not unbalancing as long as everyone gets the same benefits. Roll the teef dice of your new career, and add them to your total.
  • The system uses a few talents from WHFRP and some new talents. If at first you don't find it in DH, check here and in WHFRP.
  • I recommend the flat XP awards from WHFRP instead of the more organic system of DH. Part of the fun of playing Orks is being able to screw up and not worry too badly, so flat XP works well to make the players not stress over success. Replacement characters should only trail a couple hundred XP behind the character that died for much the same reason.
  • That said, the following XP bonus exists just for Orks: +100 XP in any session in which you took 1 or more wound. The fluff text of the 40k Ork books says that getting injured triggers a biological reaction in Orks to grow bigger and get 'arder. The rules should reflect that.
Again, this is all a playtest / prototype / beta / untested version of the Orky port for Dark Heresy. There's some rough edges, and the GM will have to improvise from time to time.

Good luck, and have fun!

Character Creation in Orky Heresy

You're playing Orks, not humans, so a lot of the cool charts in the beginning of Dark Heresy just won't work. Eventually, I plan to replace them all. For the meantime, here's a playtest version of the bare minimum needed to make it work as a separate all-ork RPG in the Dark Heresy / WH40K RPG...

Except where noted, default to using all written rules for Dark Heresy.

Stage One: Homeworld. For an Ork game, just ignore this step (at least for now).

Stage Two: Generate Characteristics. All characteristics start at 2d10+20.

Stage Three: Career Path. Instead of using the paths of Dark Heresy, this variant uses careers more akin to that from Warhammer Fantasy RolePlay.

Roll up a starting career via a d10 on this chart:
  1. Bad Moons Clanboy
  2. Blood Axe Clanboy
  3. Deathskullz Clanboy
  4. Evil Sunz Clanboy
  5. Goff Clanboy
  6. Snakebitez Clanboy
  7. Yoof
  8. Freebooter
  9. Stormboy
  10. Wild Ork
If you rolled a 7-10, you start without a clan affiliation. Should you ever end up at the "Clanboy" career, or otherwise need to know the clan in your Orky 'eart of 'earts, roll a d6 on that chart.

A kind GM would let the player choose initial career and clan affiliation, but the Ork setting is one of those where random rolls is extra appropriate.

Stage Four: Spend Experience Points, Buy Equipment. Wounds, Fate and Movement all use the charts in Dark Heresy.

Income will be dictated by Career, which will list a die code of Teef. Roll that at the start of the game, and whenever a large swath of time (say, a month?) passes off-camera. Later in the game, when you start a new career, you'll change to rolling the new career's Teef dice. Teef to Thrones conversion rates can be found here, and will empower you to equip your character during the game. You are assumed to begin the game with all the items mentioned in your starting career, and can't purchase anything prior to the start of the first session, because orks barter, bargain, and haggle.

You don't get any experience to start things off. Instead, (like in Warhammer Fantasy) you start with all the skills and talents of your career, but none of the statistic increases.

For starting items, skills, and talents, if anything is listed as "X or Y" pick one (and only one) to start the game with. "X or Y or Z" also means just pick one.

Monday, March 17, 2008

Porting Gumshoe

You could easily use "the GUMSHOE system" from The Esoterrorists in any mystery / suspense / horror setting.

In particular it'd be great for Call of Cthulhu - and, I'm happy to report, Pelgrane has aquired the rights to CoC and plans on a GUMSHOE-based Cthulhu in the near future, written by (be-still my conspiratorial Fortean heart) Kenneth Hite.

On a more modest scale, I think it'd be pretty easy to take the GUMSHOE investigation rules into nearly any other RPG without having to touch the other skills and mechanics. Keep the combat system you love, but GUMSHOE the detective work.

Despite all my blathering (last week) about how cool Dark Heresy is, the fact remains the Inquisition-style of DH could be done better with GUMSHOE mechanics. I may just end up running a really oddball homebrewed version of Dark Heresy using the modular career system from WHFRP and the investigation system from The Esoterrorists.

Friday, March 14, 2008

Thrones to Teef

For my Orky-port of the Dark Heresy RPG, it just won't do to have the prices of everything be done in Imperial Throne Gelt. Long-time fans of 40k know that Orks use Teef as Kurrency. It only makes sense, their teeth get knocked-out all the time, rot away gradually even after being knocked out, and regrow fairly quickly.

Eventually, if I actually run the system, I'll work up a full price chart in Teef. In the meantime, I plan on using the following conversion system to wing things.

Variable pricing and conversion rates: Prices within an Ork community vary by day, memory, and whim. For every full 100 thrones something in the book costs, its Orky price is 1d10 teef. If it doesn't cost an even multiple of 100 thrones, add +1d6 teef to the cost. You add these together, so a Bolt Pistol (which costs 250 Thrones) would cost between 3 and 16 (2d10+1d6) teef.
If, however, something is so cheap as to be less than 20 thrones by the books, it costs just a single toof, and you don't roll at all.

The Barter roll: To prevent abuse by PCs buying low and selling high (a terribly unOrky thing to do), every transaction involves a Barter roll once the characters have committed to making a purchase. If both parties fail (or succeed by the same margin) then the cost is just a normal roll of the teef dice, as detailed above. However, if at least one player succeeds, then the player with the most degrees of success may roll an extra die, plus one extra die for every degree of success, and pick which ones to use.

Example: Gazkit wants to buy a Bolt Pistol from Throk. Both make rolls of the Barter skill. Unfortunately for Gazkit, he gets only a simple success, whereas Throk rolled three degrees of success. Instead of rolling 2d10+1d6, Throk may roll 6d10+1d6, (or 5d10+2d6, or even 2d10+5d6 if he really wants) and keep any two of the 10-siders and any one d6 for his total. Gazkit is committed to the purchase before the price is rolled, and just has to live with it. However, he doesn't have to be happy about it, and Throk might want to keep emotional consequences of a trigger-happy Ork with a shiny new bolter in mind when he's choosing his dice.

I didn't want it anyway: Normally, an Ork is committed to buying whatever it is that they wanted badly enough to get to the stage of making a Barter roll. However, an exception can be made in the event of the Teef total exceeding more than half that Ork's savings. So, in the example above, if Gazkit only had 20 teef total, he could back out of the purchase if it came to more than 10 teef. However, there are mechanical consequences for doing such:
  1. First off, the Ork in question can't by the same or similar item that session at all, not even from a different seller. Consider it a form of Orky sour grapes. When they say "I didn't want it anyway!" they mean it.
  2. Secondly, if that Ork ever tries to buy the same or similar item from the same seller, he doesn't get to roll Barter at all. The seller still does, and so has a better than normal chance of getting the dice from degrees of success. If the potential buyer does the "I didn't want it anyway" gambit multiple times with the same seller, each subsequent time gives an extra +10 bonus to the sellers subsequent barter rolls.
Eliminating Giant Dice Pools: A 8,500-Throne suit of light power-armor would cost an incredible 85d10. Obviously, no one wants to roll that many dice. So, for purchases over a thousand Thrones either party may choose to just invoke a 10d10 = 55 Teef rule, provided that at least one die is still rolled and kept. In other words, for that 8,500-Throne suit, either the buyer or the seller could choose to drop 80 of the dice from the roll and agreeing the cost is instead (8 x 55 = 440) 440 + 5d10 Teef . This shouldn't come up often. Very few things that cost over 1,000 Thrones are likely to be available at an Orky village, anyway. Note that either party, buyer or seller, may invoke this rule, and the other is forced to live with it. Unless they didn't really want it, anyway.

Resale Value: When selling to an established tradesmen (in otherwords, someone who's just going to turn it around and sell it to some other Ork as fast as he can) your selling price is penalized by -1 Teef. By the same token, such a merchant can invoke "10d10=50" when buying something really big. That way, he's got a slightly better chance of making a profit. Still, Ork merchants live on the razors edge.

Teef In Me 'Ead: Should a PC ever ask how many teeth they (or an NPC) has in their mouth, the answer is 2d6. This is overruled only if a different number was already established this session, the session previous or the day previous (in game-time, regardless of time out-of-character). Therefore, no Ork is ever broke for long, but you also can't just punch yourself in the face every session.

Orky Career Paths

So, I've decided I'm going to slap together an Orky patch/port/supplement for the Dark Heresy RPG. It'll be fun - the humor level will be bumped up a bit, and the fear of PC death will be lessened. I considered three approaches to the character class model:
  1. Dark Heresy's Career Paths, which are kind fiddly, and really hard to balance. What's more, while the paths allow for a lot of variety in skills and talents chosen, they straight-jacket you conceptually. That may be fitting of the regimented society of The Imperium, but it ain't Orky. A good bonk on the head can send an Ork down an entirely new path, and the rules need to reflect that.


  2. Something completely unique and Orky. I could make a new system that's really flavorful, but it'd not only be a lot of effort, it would also limit the system's usefulness. Basically it would have minimal value to random Dark Heresy players who stumble across this via search engine. That's no good - the point of sharing things on the net is to make it so players anywhere might stumble across your ideas and find them inspiring.


  3. WHFRP's Basic and Advanced Careers. This is what I settled on. It's a framework that's already familiar to myself, and to much of the Dark Heresy audience. It contrasts against the Imperiums lifetime Career Paths, yet isn't so different as to feel like a whole other game. Best of all, I don't have to spend a lot of verbiage explaining how it works - I can just direct the reader to a book (Warhammer Fantasy Roleplay) published by the same folks who publish Dark Heresy.
I add one little caveat/houserule to the system in WHFRP - ignore the WHFRP rule about spending 200 XP to change to any new Basic Career. Instead, there's an Advanced Career called Outcast that anyone can join at any time by spending 200 XP and acting kinda weird or crazy for at least one session. Outcast has a lot of different career exits, and even lets you change Clans. I'll post more when I have all the details (for at least a few dozen careers) worked out.

White Wolf Marketing Genius

This is really clever. 2 months before D&D 4th releases, White Wolf will be giving away 2,500 free copies of Exalted 2nd Edition. To get one, all you have to do is send them your "lame duck" D&D 3.5 Player's Handbook.

Why? Because White Wolf remembers how the rest of the RPG industry tanked for the year following the release of D&D 3rd. This is an effort to distract a couple thousand gamers away from 4th (and thereby ensure WWP isn't stuck with a warehouse full of Exalted sourcebooks and no audience to buy them).

Come to think of it, I wonder if that's why GW/BI chose to abandon the Dark Heresy line? Perhaps they had no confidence in the line's ability to sell after the event horizon of the 4th Ed blackhole. If so, then it may have been a poor decision for FFG to pick up the DH rights.

Wednesday, March 12, 2008

Expanding the Universe

I'd like to generate some fan-created-materials for use with Dark Heresy. The question is, "What angle to take?" Here's a brief brainstorm of things I could do:
  • Wargear. I could break out the old 2nd Ed 40k wargear cards and the even older Rogue Trader books, and stat out items to expand the possibilities for tech, gear, and armaments.
    Pros: Easy, and compartmentalized. I could do as many or as few as I like.
    Cons
    : Wholly derivative, minimal creativity involved. Also largely unneeded 'till many many sessions into the campaign.


  • Classes. I've got many pages of roles/occupations/classes written up from my own aborted attempts at converting WHFRP into the 40k setting. I could either update them to the linear class system of Dark Heresy, or just update them to the skills and talents of DH and reverse-engineer the existing linear classes into WHFRP-style class chains.
    Pros: Fairly easy, as I could dust those off and update them to the gun stats and rules systems of Dark Heresy.
    Cons:
    The version of this that appeals to me the most (WHFRP-style) is going to be the least useful to strangers that blunder across this site - they'll want minor new content, not wholescale revisions to core mechanics.


  • Xenos. Not just antagonists, but PCs as well. A home-brewed Eldar or Ork sourcebook would be cool.
    Pros: It's not likely to be contradicted by anything coming out from Black Library before the freeze. "GorkaMorka: the Role Playing Game" would be ded gud, guv'nor.
    Cons: It's a lot more work than the other options.


Rockin' Ork Art by Flying Debris Guy.

Long Live The Emperor

I got the 40k RPG a few days before my birthday. I am chomping at the bit to play this game. While I have a few gripes, overall it's a hugely awesome book, well worth hunting down. (It's already out-of-print, so act quickly if you're interested).

Good Stuff:
  • Lots of flavor and setting. I mean tons. They captured the "dark ages in space" feel of the Imperium really well.
  • Well written. Lots of little quotes and sidebars. Very entertaining to skim over because of all the dark humor.
  • Psi powers were handled really well - psykers are dangerous, but not just to the enemy.
  • Combat seems quick-paced and mayhem-packed.
  • Investigation section / mini-game is fairly cool. This will be a big boost to inquisition-games (which is the default spin on the setting).
  • Lots of guns and equipment, stated out in a reasonable way. My favorite tidbit is the preservation of the crazy "hallucinogen grenade" chart of 40k as an optional rule. Second favorite is the far-more-subtle "Sacred Machine Oil". The system for determining what's available in a given city/world/fleet is a very helpful set of tools.
  • The character classes are well balanced, which I wasn't really expecting.
  • A 3-page table of contents and a truly functional index. I can't express how rare a thing these are in gaming books.

Heresy, I Tell You

So, I got a copy of Dark Heresy (the 40k RPG) a couple days before my birthday. I love it, but it's not without flaws.

Bad Stuff:
  • Mostly, I regret the change to character classes. The new system is well thought-out and leaves plenty of area for personal development, but I was really fond of the old WHFRP system. While I can see that system was open for abuse, it was nothing that couldn't be solved by just getting rid of the "pay 200 to go to any class" clause. For the record, I don't buy the argument of "people have less freedom for social mobility in the 40k universe" - not only was there little such opportunity in medieval Europe (and thus the setting of WHFRP), but the default PCs of Dark Heresy are the henchmen of the Inquisition - if anyone has opportunities for crosstraining and social advancement it's these PCs.
  • Bolters seem a touch underpowered (compared to things like autoguns that they should outclass by a greater margin). But that's a minor nitpick, and may prove unjustified once I see them in combat and get a feel for the actual powerlevel of "Penetration 4".
  • Xenos v Hereticus v Malleus. That is, you have a game that rather than allowing for all of the 40k Universe just focuses on the Inquisition. So far, so good. But then to require the party as a whole to be further focused on just 1/3 of the Inquisition's purviews could really limit story options. I realize it matches the setting, but it seems ill-considered. Especially since the main book gave stats for precious few Xenos. When I run it, that thirding/Ordos distinction will be mostly lip-service, with the PCs having to investigate all sorts of situations.
  • The GM needs a good handle on the difficulty system - if you're not applying modifiers to 3/4 of the rolls, the PCs will never accomplish anything and it'll all feel pretty random. Once everyone's got the hang of it, it'll be cool, but the learning curve may prove troublesome.
  • There's a lot of charts and oddball rules - the drug "Spook" gives one of thirty-or-so random psyker powers for d5 hours! On the one hand these are part of the charm, on the other hand, it's kinda overwhelming. It'll take a really good GM to make this flow smoothly. At least it's mitigated by perhaps the best index/table-of-contents in the history of gaming.
  • Certain omissions. It's an Inquisitor game but you can't play a Grey Knight. Digital Lasers and most other wargear cards are missing from the equipment section. The xenos/antagonists section doesn't have Genestealers or even just Hybrids. This would all be a minor quibble if the game had promised long-support, but instead they've pulled the plug. As a result, this is incredibly frustrating. Heresy, I tell you.
So, I said I intend this site to not be just another place where some random curmudgeon bitches about the state of the world. When I hit a wall, I intend to brainstorm ways over, around, under and through it. So, expect some efforts in said directions in the near future.

Friday, February 1, 2008

Get your 40k today!

From Black Industries, makers of the 40k RPG:
28/January/2008 - Black Industries Announcement
Black Industries regret to announce that Dark Heresy: Disciples of the Dark Gods out in September will be the final product to be released from Black Industries.
Grr! The first printing of the 40k RPG has apparently sold out before it released, and yet they announce they'll be canceling the line. It's tough to say whether or not they'll do a second printing. I think they'd be silly not to. Then again, if there's only ever going to be 2 supplements 'cause they're getting out of the business, they might decide to just cut and run. That would make me really sad. I haven't picked up the book yet, 'cause money's tight this month (and Scion: God released 48 hours before it) but I guess I'll have to snag it the first place I see it.

Stupid corporate offices and their dumb-old bottom-lines! I'd have imagined a 40k RPG would be a major seller (and the "sold out on release" seems to confirm this) and thus worth staying in the business.

Thursday, January 10, 2008

Dark Heresy - initial impressions

As promised, I downloaded and flipped through the demo scenario for Dark Heresy, the new 40k RPG. Here's my initial take...

It's derived from the WarHammer Fantasy RolePlay system. That system is a tiny bit clunky, but it has it's charms. It's had years of playtest and multiple printings, so is unlikely to have many unexpected flaws. I'm familiar with WH FRP, and while I couldn't run a game of it tonight, I could be up to speed in under a week.

Even better, the latest edition of WH FRP was the framework I'd been using for my own version of 40k RPG that I'd been toying with a year and a half to two years ago. I have over 30 pages of career options already penned and laid out in Quark files on my computer. While no doubt some of that will be duplicated or contradicted by the official system, I'm happily anticipating being able to quickly expand out the career paths to boost player options.

Character archetypes for the PCs in the demo scenario are: Adept, Arbitrator, Assassin, Guard, and Scum. These are all a far cry below the power-level of the archetypes I was gushing about earlier today. Arbitrators are like Judge Dredd. Adept is probably a foot-in-the-door minor acolytal role that could head into any of the many priesthoods and psyker schools of the Imperium - at least that's what my version was. The Assassin is a low-key cutthroat, not a Callidus or other recognizable Assassin subtype from the minis game - though you can probably grow in to them. And it just ain't 40k without the Imperial Guard. Scum, on the other hand, while certainly an adequate description of most hivers, is not exactly the pinnacle of character tropes within the setting. One of these things is not like the others.

Speaking of career paths and character archetypes - I have only glowing positive things to say about the career path concept and XP system of WH FRP. Presumably this will follow that system, at least loosely. If that's the case, PCs will rise to power and prominence quickly, and in 10-20 sessions be standing at the power-levels I'd initially hoped for. What's more, a pleasant side-effect of this branching career path system is the way it slowly and craftily acclimates new players to the setting. Every 8 to 10 sessions you're on a new career, which shows you a slightly broader picture of the universe. Should any of this prove too slow for your tastes, it's also a very easily accelerated system.

The tone of the demo scenario is just about perfect. Investigative, conspiratorial, and a touch morbid. The heroes of this setting are heroes only because the villains are so much worse. There's some meaty stuff there for character actors and narrativists to sink their teeth into. One fear I'd had was that the game would be too combat-heavy, less cerebral. The intro PCs have shotguns and laspistols under their trenchcoats, not assault cannons and vortex grenades mounted on power armor. I think that was the right call, but it will leave some players antsy for the big guns and advanced careers.

All in all, I'm quite happy.

some 40k RPG character archetypes

That which I alluded to previously, I would now like to say clearly. The hardest trick to designing a 40k RPG has got to be balancing character types while staying true to the setting.

Interesting character archetypes (aka "classes" in many RPG paradigms) relevant to the setting would include Rouge Traders, Commissars, ElectroPriests, Astropaths, Space Marines, and Inquisitors (and 80+ others, for sure).
  • A Rogue Trader is a commissioned freelance explorer, owner of a ship or fleet, with broad social privilege. He may have a crew of thousands at his beck and call. Yet he is just a mortal man.
  • A Commissar is a soldier-type leader, also with a fairly broad-sweeping mandate. He can impress the citizenry into military service, and may punish cowardice with execution, no questions asked. He, too, is just a mortal man, no special powers.
  • Electro-Priests lack much of that social power and latitude for dismissing fears of accountability. But they can frenzy and shoot lightning bolts, so some may think it's a fair trade.
  • Astropaths are blind. Seriously. Their eyes are gouged- or fried- out in a process called soul-burning. This protects them from demonic possession, and ensures their loyalty to the Emperor. They've gotta suck at combat, but they can do tricks like reading minds and telepathic communication with a multi-light-year range.
  • Space Marines are more than human. I've already posted about their redundant biosystems. They are definitely not 'merely mortal'. On top of that is ludicrous equipment budgets and the finest training the Empire can provide. Unlike D&D, this isn't some Prestige Class you'd grow into - Marines are genetically uplifted, and trained in cadres that are a blend of extended family and military unit. You could get around some of this by starting as juvenile Scouts, but I think players would feel let down if full-blown Marines are not a starting PC option. Even with a solution to that, Marines have social issues. They live their lives knowing exactly what is expected of them, and anticipating little freedom and no retirement. Even death may not preclude their continued service to the Emperor.
  • Inquisitors are much like Space Marines. They're also psychic, with some really awesome offensive powers. They have social status far exceeding any of the other character types I've mentioned. Pretty much, they get everything.
That's not even considering the non-human races, each of which has it's own culture but is sometimes allied with the Imperium. Adding elvish, excused me, Eldar Farseers and Orkish Runtherds to the mix would be even harder to balance.

I'm really curious to see how the upcoming game makes it all work. I understand the first book (Dark Heresy: The 40k RPG) casts the players as the entourage of an NPC inquisitor, but two other corebooks are planned to handle other conceptual paradigms.

40k RPG just a few weeks away?

That's right, there's supposedly a 40k RPG coming out at the end of the month. (I say supposedly, because it was first scheduled to release in march of last year.) I'll definitely be picking it up, but not in January, since Scion: God releases 2 days before it, and is more relevant to my current gaming. A scenario with introductory rules is now available. I may have to download and read that this evening.

Let me just say, they'd better have mechanics that make Spacemarines feel like Spacemarines - complete with everything listed in my last post, plus Occulobe, Neuroglottis, Betcher's Gland and Progenoids, gall darn it. If not, I'll be posting some houserules here, that's a promise.

When we relocated to Seattle, I sold hundreds of miniatures to reduce the load and finance the move. But I kept a handful of almost every character type from the setting, just in case that RPG rocks enough that I can actually get a group to play it.

This, too, is not the tale I intended to tell. *Sigh* The curse of prolificacy.